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Berge, Zane L., Ed. – Educational Technology, 2008
"Second Life" is a popular example of an immersive, three-dimensional, virtual world. Inhabitants of "Second Life" often describe their experiences in-world as having great social presence. Certainly there is a good deal of potential for education and training to occur in multi-user virtual environments (MUVEs), if designed properly, especially…
Descriptors: Delivery Systems, Role Playing, Distance Education, Computer Simulation
Champagne, David W.; Hines, John F. – Educational Technology, 1971
Descriptors: Educational Objectives, Role Playing, Simulation, Teaching Methods
Stambler, Moses – Educational Technology, 1972
Descriptors: Educational Problems, Models, Role Playing, Simulation
Thiagarajan, Sivasailam – Educational Technology, 1998
Examines misconceptions about simulations for performance technology concerning what they reflect, varieties, uses (instruction, awareness, performance assessment, team building, transfer, research, therapy), levels of fidelity, design approaches, formats (graphic models; card, race, and cyclical games; interactive fiction; production simulations;…
Descriptors: Games, Guidelines, Misconceptions, Performance Technology
Rowland, Gordon; And Others – Educational Technology, 1992
Discusses ways to teach learning systems design. Elements in the design process are considered, including learning in context, modeling of expert thought processes, and reflection; the use of roleplays, simulations, and case studies is explored; and development and testing of a prototype application consisting of videotaped interviews with an…
Descriptors: Case Studies, Cognitive Processes, Context Clues, Higher Education
Starkey, Brigid – Educational Technology, 2001
Describes the International Communication and Negotiation Simulations (ICONS) Project that teachers college students about cross-cultural communication, including the role of foreign language in diplomacy and the complexities of the international system. Discusses the role playing element, Web-based communication between teams, active student…
Descriptors: Active Learning, Computer Mediated Communication, Cross Cultural Studies, Global Education
Ip, Albert; Naidu, Som – Educational Technology, 2000
Presents experience-based pedagogical designs, both first-person and third-person experiences, which make the most of information and communication technology. Highlights include goal-based learning; Web-based role-play simulation; rule-based computer simulations; case studies; distributed problem-based learning; critical incident…
Descriptors: Case Studies, Computer Assisted Instruction, Computer Simulation, Critical Incidents Method